Going Medieval cover
Going Medieval screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Going Medieval

Experimental Branch Patch (0.28.30)

[p]Greetings, players! The newest patch (0.28.30) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Bugs and fixes

  • [p]Fixed the issue where slope pathfinding on new games was broken.[/p][p][/p]

Known issues:

  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.29)

[p]Greetings, players! The newest patch (0.28.29) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Quality of life improvements

  • [p]We’ve made default camera rotation changes so it aligns more with what is displayed on map preview and still manages to look neat (shadow angle and all those vibes).[/p]
  • [p]Added the Subscribe to Newsletter button in the Main Menu. Support your devs! We promise not to spam.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed the issue where a settler would end up in an infinite construction loop if they attempted to build over a sleeping settler.[/p]
  • [p]Fixed the issues where some of the players had issues accessing their existing saves that used mods that modified maps.[/p]
  • [p]Fixed the issue where outlines were offset in some cases.[/p]
  • [p]Fixed the issue that made settlers end up stuck during ladders/stairs/slope deconstruction.[/p]
  • [p]Fixed the issue where drafted settlers wouldn't attack animals via right click order.[/p]
  • [p]Fixed the issue where animals would appear in the map corner on the lowest floor level during Charter Fair Grand Objective after transactions with the 5 merchants.[/p]
  • [p]Fixed the issue that made drafted settlers to glitch out during the ladder usage animation.[/p]
  • [p]Fixed the issue where roof detection would not work if it was a cellar with a roof and the only exit was via staircase.[/p]
  • [p]Fixed  the issue where you were not able to rotate construction items when placed adjacent to merlon.[/p]
  • [p]Fixed the issue that made settlers sleep under beds. The monsters are gone now.[/p]
  • [p]Applied minor corrections to automatic variation change upon placement.[/p]
  • [p]Various text related fixes.[/p][p][/p]

Known issues:

  • [p]Slope pathfinding on new games will be broken. Reloading the save will fix the issue.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.28)

[p]Greetings, players! The newest patch (0.28.28) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Quality of life improvements

[p][img src="https://clan.akamai.steamstatic.com/images/34559289/a92194462df46b9edbf04c46675de781e29445c2.png"][/p]
  • [p]You can now preview map seed in the Location selection screen. That’s right, we did it! No more will you load random seeds for a few minutes (hours?) to find a perfect starting spot. What a time to be alive. Huzzah![/p]
  • [p]The thing we forgot to mention since the map edge visual expansion is that if you try to start a new game on the same seed, its river shapes will look a bit different. The terrain layout and its content will stay mostly the same. It’s just that a river path is gonna be a bit streamlined.[/p]
  • [p]Roofs, Floors, Fences, Merlons and Walls (except wood walls) now automatically change variations when placed. Simply put - Corners of fences, merlons and walls should be created automatically. The system is pretty loose. Any changes made by the player will invalidate the automatic system. There's also a checkmark for everything to enable/disable the systems.[/p]
  • [p]Shrubs located on voxels that are on edges will display a nice shrubbery texture on those voxels.[/p]
  • [p]Workshop room type now affects easel, oil press, apothecary table and minting station.[/p]
  • [p]Apothecary station is allowed in the Infirmary room type and it will have a small boost to production because of that.[/p]
  • [p]Added warning when a bed is unavailable due to low temperature.[/p]
  • [p]The same message will not spawn multiple times if the text is the same.[/p]
  • [p]All event portraits now have appropriate art tied to them.[/p]
[p][/p]

Bugs and fixes

  • [p]The issue where you were not able to access and attack bandit camps is fixed and will not appear on newly created games. However, on the existing saves that have this issue we are not able to apply this fix due to the code structure of each save. If you are a player with this issue, do send us the save via F10 and write to support @ foxyvoxel . io with the title of your report and we’ll fix it manually for you. Alternatively, you can reach us on our Discord server and we’ll assist you there, too.[/p]
[p][/p]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where ground voxels would not disappear entirely when mined.[/p]
  • [p]Fixed the issue where producing the Influential Treatise step for the Intellectual Center grand objective would sometimes not be recognized as being completed.[/p]
  • [p]Fixed the issue where items would float in the air around merchant stalls if that building is rotated during placement.[/p]
  • [p]Fixed the issue where a settler would sometimes traverse an imaginary ladder in the air during their deconstruction goal.[/p]
  • [p]Fixed the issue where domestic animals would reserve blighted crops, thus blocking settlers from cutting them.[/p]
  • [p]Fixed the issue where settlers would overlap with other settlers during their wound tending animations.[/p]
  • [p]Fixed the issue where production entries modified only via quality slider were not marked as customized with asterisk *[/p]
  • [p]Fixed the issue where settlers would use resources from shelves for production even when "Allow Usage in Production" is turned off for them.[/p]
  • [p]Fixed the issue that made grass turn very dark sometimes.[/p]
  • [p]Fixed the lighting on bushes outside of map edges.[/p]
  • [p]Fixed some text issues.[/p][p][/p]

Known issues:

  • [p]Settlers will be positioned under the bed when sleeping.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.24)

[p]Greetings, players! The newest patch (0.28.24) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Quality of life improvements

[p][img src="https://clan.akamai.steamstatic.com/images/34559289/2746b3df1f1904f45bfbbc1c8f9e2df982ce0ea0.png"][/p]
  • [p]Added new grass visuals! Time for some nice screenshots, right?[/p]
  • [p]You can now right-click attack with drafted settlers on non-breached enemy gates and doors.[/p]
  • [p]The perk selection window in the Character Customization has better visibility and is now easier to use.[/p]
  • [p]When you try to load/save the game, all grouped save instances are now collapsed except the first one/most recent one. Clarity![/p]
[p][/p]

Bugs and fixes

  • [p]Fixed the issue where the game’s parameters would reset upon entering the secondary maps.[/p]
  • [p]Fixed the issue where raiders would end up frozen in place if they tried to attack buildings that were not finished or are in the foundation phase.[/p]
  • [p]Fixed the issue where raiders that attacked your settlement and managed to win would not leave the settlement and would end up idle.[/p]
  • [p]Partially Fixed the issue where drafted settlers were not attacking enemies automatically. So, if the raid happens, they will attack if you draft them. But if you undraft and draft them again, only melee settlers will not attack automatically. Ranged and unarmed settlers should continue to fight. [/p]
  • [p]Fixed the issue where the raiders would get stuck and do nothing if your building was only accessible through a door that leads directly to water. [/p]
  • [p]Fixed the issue with character creation re-rolling stats calculation in cases where base creation points (Background, Perks...) already exceed allowed maximum.[/p]
  • [p]Fixed the issue where drafted attack via right-click was not working on animals.[/p]
  • [p]Fixed the issue where Rally points would remember old settings in some cases.[/p][p][/p]

Known issues:

  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.22)

[p]Greetings, players! The newest patch (0.28.22) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Quality of life improvements

  • [p]Added visuals around the map edge, so it no longer looks like your map is floating in the ether. Let's go![/p]
  • [p]Cropfields are now divided into 3 categories: bushes, trees and other.[/p]
  • [p]"Research Available" message now shows the number of unlockable research nodes, and list of those in the message tooltip.[/p]
  • [p]Footprint visuals now match the scale of the settler.[/p]
  • [p]Run cycle tweaked so smaller human NPCs don't glide so much when walking/running.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed the issue where Wall Mirror was not counted toward Bard role requirement promotion.[/p]
  • [p]Fixed the issue where the Jump to button in the Overview tab would not switch layers to the selected object when used from a different layer. Now the layer also jumps to the selected resource pile's layer. [/p]
  • [p]Fixed the issue where clicking on Fishing or Mining orders would not close the building panels.[/p]
  • [p]Fixed the issue where the Lacking requirements submenu from the NPC Mood tab would display incorrect info.[/p]
  • [p]Fixed the issue where some animations wouldn’t display properly during the Feast event.[/p]
  • [p]Fixed several text issues.[/p][p][/p]

Known issues:

  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.21)

[p]Greetings, players! The newest patch (0.28.21) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Bugs and fixes

  • [p]Fixed the issues where people couldn’t start a new game.[/p]
  • [p]Fixed the issue where settlers wouldn’t tend prisoners’ wounds.[/p]
  • [p]Fixed the issue where prisoners wouldn’t be affected by fire.[/p]
  • [p]Hopefully finally fixed the issue where certain game’s visuals (like floors) would not be properly displayed during camera rotation and layer changing. Let us know how it goes and fingers crossed.[/p][p][/p]

Known issues:

  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.20)

[p]Greetings, players! The newest patch (0.28.20) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Quality of life improvements

  • [p]Scholar’s Lectern is moved into the Furniture category.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed the issue where certain game’s visuals (like floors) would not be properly displayed during camera rotation and layer changing.[/p]
  • [p]Fixed the issue where some secondary maps (enemy settlements, camps, etc.) wouldn’t appear in the game as they lacked proper tags in the game’s code.[/p]
  • [p]Fixed the issue where the game would stutter upon using orders from the bottom right corner of the screen.[/p]
  • [p]Fixed the issue that prevented a settler from building soil, if the closest point to it was at the top of the ramp.[/p]
  • [p]Fixed the pathfinding issue where settlers would sometimes deconstruct ladders in the pit from the bottom, thus ending trapped in the hole.[/p]
  • [p]Fixed several text related issues.[/p][p][/p]

Known issues:

  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Upcoming Price Change

[p align="justify"]Greetings, medievalists![/p][p][/p][p]We’d like to let you know that on February 9th, 2026, Going Medieval base price will increase from $24.99 / £20.99 / €24.99 to $29.99 / £24.99 / €29.99.[/p][p][/p][p]Since entering Early Access nearly five years ago, Going Medieval has expanded considerably in both content and systems. During that time, our team has grown modestly, allowing us to work more consistently on updates and long-term improvements as we move toward version 1.0 and beyond.[/p][p][/p][p]This change will not affect players who already own the game.[/p][p][/p][p]As always, we’re deeply grateful to everyone who has supported the game along the way. Your feedback and patience have shaped what it is today, and we’re excited to keep building on that foundation.[/p][p][/p][p]Thank you for being part of the journey, we look forward to sharing our Early Access exit plans with you soon.[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook

Experimental Branch Patch (0.28.19)

[p]Greetings, players! The newest patch (0.28.19) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Quality of life improvements

  • [p]"Are you sure?" window will appear now if you try to start the tutorial after you’ve finished it the first time. Gotta be sure.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that sometimes prevented door placement automatic rotation to work as intended.[/p]
  • [p]Fixed the issue that broke combat animations on ladders.[/p]
  • [p]Fixed the issue where animals would get stuck on ladders.[/p]
  • [p]Fixed parts of the issue where certain game’s visuals would not be properly displayed during camera rotation and layer changing. It is still happening, but it shouldn’t be as frequent.[/p]
  • [p]Fixed the issue where fire-based objects would start burning without resources available after they’ve been built off-screen.[/p]
  • [p]Fixed the issue where the graphics would not be properly shown if you build one ladder on top of the other.[/p]
  • [p]Fixed minor text issues.[/p][p][/p]

Known issues:

  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.28.18)

[p]Greetings, players! The newest patch (0.28.18) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. [/p][p][/p]

Quality of life improvements

  • [p]Significant optimization improvements -we've done a lot of work under the hood and figured out how to optimize it especially in the mid to late game. You should see major improvements if you have a lot of building elements on the map. Keep in mind that this is not applied to all creations within saves due to the sheer complexity of some of your designs. Some may experience +20fps, while others can gain just +1fps. Let us know how it goes![/p]
  • [p]Some wild aggressive animals now have a small back-off after attacking behavior. Bears are not those animals. [/p]
  • [p]Peaceful mode now has 0% chance of ambush and runaway events.[/p]
  • [p]Lone wolf and Pioneer have bigger chances of raid events.[/p]
  • [p]Removed the Tedious Diet mood modifier (if a settler ate the same food constantly, they would get a negative mood modifier).[/p]
  • [p]Players are not allowed to select map types not included in scenario's allowed list. This also applies to modded maps.[/p]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented Settlers from gathering for an event even though that event was marked as started.[/p]
  • [p]Fixed the issue that prevented settlers from planting/sowing crops on Day 1 of each Season.[/p]
  • [p]Fixed the issue where Anti Aliasing being set to FXAA would make blueprints invisible.[/p]
  • [p]Fixed the issue where UI would not be properly scaled with UI scaling option.[/p]
  • [p]Fixed the issue where input would become enabled in the pause menu after making a save.[/p]
  • [p]Fixed the issue where plant's description in the almanac would disappear.[/p]
  • [p]Fixed the issue where a small black square would appear near the mouse cursor when hovering on the Region map with the mouse cursor and pressing Esc button.[/p]
  • [p]Fixed the issue that caused Eel meal to appear in the wrong resource group (it is part of simple meals now).[/p]
  • [p]Fixed the issue where all trees would hover up, regardless of your selection with chop order.[/p]
  • [p]Fixed minor text issues.[/p][p][/p]

Known issues:

  • [p]The martial training event has a praying animation when settlers are attending the event.[/p]
  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/p]
  • [p]If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]